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  1. Hey everybody been having fun playing various melee caster builds I decided on trying a potd solo run with a liberator, and I'm stuck on which version I should go with (kind wayfarer/fury or shifter), or (steel garrote/fury or shifter) and whether or not to use magran favor+sun &moon or darryns voulge as 2h for this run, would really appreciate the advice and help thx
  2. Right now, I am playing a melee Wiz with 14/8/10/15/16/15 base stats, and I - for the first time - defeated Raedric at party level 4. Lots of resting in the castle, but still, really powerful. Got me thinking, what other classes/builds make for great talkers that are also combatitive on PotD.
  3. I have 2 Rangers, 2 Paladins, 1 Cipher and 1 Chanter. I really like this setup so far, also, I cannot think of any classes that would make snese for Sagani/GM/Kana/Pallegina aside from their standard one, aside from Eder, who I think makes quite the fitting Kind Wayfarer Though I could imagine him as a Ranger as well, with his high affinity to animals. But 3 Rangers would be a bit insane I think xD So, stats look like this: Orlan Ranger MC: M17 C3 D19 P20 I15 R4 Arbalest as main (One-Eyed Molina with nexus patch) Sagani Ranger: M20 C4 D17 P19 I15 R3 Hunting Bow main (Currently still her personal one) Eder Paladin KW: M17 C10 D14 P14 I18 R5 Greatsword main (Justice so far, but Imma buy some others soon) Zealous Focus Pallegina Paladin: M16 C10 D15 P14 I20 R3 can't decide and constantly switch between SnS with Outworn Buckler, or dualwield small weapons. Zealous Charge (that thing saved me so many times) is insane. GM Cipher: M16 C8 D14 P16 I16 R8 Warbow/2handed main, switch between the 2 depending on scenario. Haven't found any unique Warbow/Poleaxe/Estoc yet, currently she has Durance's Staff and a Fine Warbow with Wilder enchantment on. Quickly became my second-hardest and most efficient hitter next to MC Ranger. Went down only once (against my first encounter with an Ogre Druid - never again), Kills second highest number, deleted Raedric with Soul Ignition after buffs. Kana Chanter: M20 C8 D15 P14 I18 R3 am really not sure how to build him effectively as a support ranged unit. Just Ila constantly is good enough I guess, collecting phrases for an emergency heal or a summon, but eh, I feel like he's a bit underutilzed there, aside from the tangibly ridiculous speed buff he gives my MC. Also, he has Gallant's Focus to buff the backline even more... I thought (and tried) a gunslinger style setup, but it's weird... Kana I feel like I need the most advice with. The others work very well so far and I feel neither like they are carrying the rest of the party nor that they are underutilized, but Kana is in a weird place imo. But of course I am open to any kind of advice/criticism
  4. By now we're all very familiar with super-powered Heralds, Sages, Arcane Knights and whatnot that can absolutely decimate the game. But what about the forgotten builds? The class combos that don't possess any obvious synergies or feature a traditionally 'unsexy' class (sorry Rangers...) Every now and again this board will throw up an unsung hero build that opens people's eyes to exciting possibilities - e.g. Takedown combo Geomancers, spell-turret Troubadour/Psions - that go to show that even the least popular combos have some merit. A quick glance at the pinned build list (stuck in 2018 limbo) shows the following combos missing builds: Beastmaster, Cantor, Celebrant, Cleric, Crusader, Geomancer, Hierophant, Hunter, Itinerant, Liberator, Mystic, Oracle, Pathfinder, Psyblade, Savage, Tempest, Warlock, Wildrhymer, Witch. Obviously some of those have been fairly well covered by now (Warlock), but I'm not sure I've ever seen discussion around Beastmasters for example. So what are you favourite, under-represented builds and why? Are there some you're keen to try? I'd love to hear your thoughts!
  5. Hello, I've been trying to decide what build to play for quite sometime now, ever since deadfire first released on the ps4, I've gone through multiple builds all the way from fextralife builds to sin tee builds, but none of there's really catch my tastes, but I have notice I prefer melee casters with regenerative resources and I've decided the three melee casters builds I've come to like is fighter(tactician)/wizard(bloodmage) , fighter(tactician)/cipher(soulblade), and paladin(steel garrote)/wizard(bloodmage). Also I would appreciate if you could tell me how much reactivity that cipher and wizard have in the game,as well as which build will allow me to beat the entire game including dlc and megabosses. Thank you. P.S. I'm know I'm asking alot but would really appreciate the help as I've haven't gone farther then when you first get to nekataka, and I would really like to actually get through the game as I really do enjoy it, I just get caught up in making the perfect build for me.
  6. Welcome to the new and updated list of current builds from these boards. Each of the eleven classes in the game is listed below in alphabetical order, with each build listed alphabetically underneath. For each build you'll find a short descriptor, an indication of the game version it was built for and/or it uses gear and abilities from, and whether it has been meant or tested for solo play. DISCLAIMER: In drawing up the list, I assumed solo play to be untested for all builds that did not explicitly mention solo play in the OP. If anyone tested any of these builds for solo play and would like their experience to be reflected in this thread, please PM me or Tigranes specifying the build you used, the difficulty you tried, and whether you could beat the game. Similarly, if you want your build's descriptor updated, contact us with the updated descriptor. DISCLAIMER II: Included in this list are what builds I could find scavenging the boards, plus any builds that were PMed to me. If your build is missing, please PM me or Tigranes with the relevant information (link, descriptor, game version, solo play) and we will add it. FORMAT: Build Name [links to the build's thread] Short descriptor of what the build does or specializes in. Author: The user who made the build. Game version: What game version the build was created for, and/or uses equipment and abilities from. Solo: Whether the build is suitable for solo play. "Yes [Difficulty]" - The build was either created or tested for solo play on the specified difficulty level. "No [Difficulty]" - The build was tested for solo play on the specified difficulty level and the game could not be beaten. "Untested" - The build wasn't born with solo play in mind, but for all we know it might as well work—except nobody's tried yet. BARBARIAN Accident-prone Squire, The Low-Resolve, low-Perception build that relies on extreme Endurance regeneration and Firebug for AoE damage. Author: Braven Game version: 3.0+ Solo: Untested Cauterizer, The Firebranded Barbarian lusting for blood. Author: Boeroer Game version: 3.0+ Solo: Untested Golden Dragon, The The wild, unconventional, but also posh counterpart to a usual bodyguard. Author: Boeroer & Jojobobo Game version: 3.0+ Solo: Untested Leech, The Time bandit tank. Author: Boeroer Game version: 2.0+, suitable for 3.0+ Solo: Untested Interrupt Barbarian Dual-wielding Barbarian focused on interrupting and debuffing enemies. Author: MountainTiger Game version: 3.0+ Solo: Untested Immortal Martyr, The Twisted Barbarian DPS decoy Author: Boeroer Game version: 3.0+ Solo: No Trashman, The Single-axe Barbarian built to cleave through trash mobs. Author: Odd Hermit Game version: 3.03 Solo: Untested Very Annoying Barbarian, The A Barbarian that uses carnage to pile as many on-hit/crit status effects as possible on the enemy as well as passive auras and effects from being hit. Author: kungapa Game version: 3.05 Solo: Untested CHANTER Chillfog Cool soothing Chanter tank. Includes The Last Unicorn variant. Author: Boeroer Game version: 3.0+ Solo: Untested Drake Ambassador, The Searing and mesmerizing Chanter tank. Author: Boeroer Game version: 2.0+, suitable for 3.0+ Solo: Untested Gunslinger, The Guns-only Chanter. Author: Jojobobo Game version: 3.0+ Solo: Yes [PotD] CIPHER Backlash Beldam, The Melee multi-retaliation Cipher tank. Author: Boeroer Game version: 2.0+, suitable for 3.0+ Solo: Untested NOTE: Retaliation no longer generates focus as of 3.02, thus undermining the foundations of this build. Dichotomous Souldbenders, The Twisted twin CC/DPS mophers. Author: Boeroer Game version: 3.0+ Solo: No (it's two guys, so...) Mr. Speedo Ranged frenzied maniac. Author: ottffsse Game version: 3.0+ Solo: Untested DRUID Batsh!t crazy Disabling Druid tank. Author: Boeroer Game version: 2.0+, suitable for 3.0+ Solo: Untested Hungry like the wolf Spiritshift aggro Druid. Author: AndreaColombo Game version: 3.0+ Solo: Untested Thundercat, The Spiritshift off-tank Druid that's also good and slinging spells. Author: L4wlight Game version: 3.0+ Solo: Untested FIGHTER Engineer, The Shocking DPS Fighter artillery tank. Author: Boeroer Game version: 2.0+, suitable for 3.0+ Solo: Untested Glass Tsunami, The High-DPS glass cannon that relies on Endurance regeneration to outlast their enemies. Author: Braven Game version: 3.0+ Solo: Yes [Easy] Lady of Pain, The High-speed, high-DPS, heavy-armored Fighter. Available in four five variants: 0-recovery, Lord of the Crits, Hulk Smash!, Glass of Pain, and Tank of Pain. Author: AndreaColombo Game version: 2.0+, updated to 3.0+ Solo: Untested Unstoppable Wave, The Siege-breaker Fighter. Author: Elric Galad Game version: 3.05 Solo: Untested MONK Anvil, The Toughest Monk around. Author: Dr <3 Game version: 3.0+ Solo: Yes [PotD] Ascetic, The The rules of this build are quite harsh. You are not allowed to use any items (except for consumables). Author: Harpagornis Game version: 3.0+ Solo: Yes [PotD] Fulmineo Prondroni Duelist that runs super fast and can pick off priority targets and disable them with super-fast attacks and prones. Author: Boeroer Game version: 2.0+, suitable for 3.0+ Solo: Untested Juggernaut, The Non-min/maxed approach to making a heavily armored Monk that is durable and damaging. Works for Zahua as well. Author: KDubya Game version: 2.0+, suitable for 3.0+ Solo: Untested Monksterlash Elemental lashing and retaliating offensive tank. Author: Boeroer Game version: 3.0+ Solo: Untested Shaolin Dragonslayer A beast-slaying Monk. Author: Undesirable Game version: 3.0+ Solo: Yes [? not sure what difficulty setting] Uber Disabler, The DPS/CC hybrid build that relies on bestowing as many afflictions as possible on enemies. Author: AndreaColombo Game version: 3.0+ Solo: Untested NOTE: This build relies on equipment that is currently (as of patch 3.03) bugged. Unless Obsidian fix those items, this build will remain not viable. Witch Doctor, The Mid-range DPS Monk disabler. Author: Boeroer Game version: 3.0+ Solo: Untested PALADIN Counselor Ploi Diplomat/supporter/mind controller jack of all trades. Author: Boeroer & Jojobobo Game version: 3.0+ Solo: Untested Darcozzi Commendatore A variant of the Darcozzi Forward Observer. Author: PrimeJunta Game version: 2.0+, suitable for 3.0+ Solo: Untested Darcozzi Forward Observer, The Designates targets for the heavy melee party by increasing their Accuracy by large amounts. Author: Torm51 Game version: 2.0+, suitable for 3.0+ Solo: Untested Dull Runner, The Caster clipper Paladin tank. Author: Boeroer Game version: 2.0+, suitable for 3.0+ Solo: Untested Rauatai Captain, The Paladin tank that makes their allies tankier. Author: SimpleEnigma Game version: 2.0+ Solo: Untested Sh!t's on fire Basic off-tankish Paladin that deals a lot of fire damage and also pretends to be a Fighter with some gear found in PX1/2. Author: limaxophobiacq Game version: 3.0+ Solo: Untested Bleak Walker Melee dual-wielding Paladin monster. Author: Blunderboss Game version: 3.0+ Solo: No PRIEST Fire Priest Priest focused on buffs and healing, and capable of some serious damage. It comes in 3 flavors: The Godhammer; Mecwyn, the Slave Queen; the Falling Moon (aka Moonfire.) Author: MaxQuest Game version: 3.0+ Solo: Untested Schemer's Needle, The Rogue-like Skaen Priest. Author: Boeroer Game version: 2.0+, suitable for 3.0+ Solo: Untested Support Priest, or How I Buffed The Others Pure-support buff/debuff build that can contribute to combat too, but is better off casting anyway. Author: AndreaColombo Game version: 2.0+, updated to 3.0+ Solo: No Unfaithful, The Solo Priest build with strategies. Author: MimeTactics Game version: 3.0+ Solo: Yes [PotD] RANGER Apex Predator Firearm ranger. Author: MasterCipher Game version: 3.0+ Solo: Untested Noober's Revenge The rules of this build are simple: You will never level up and remain at level 1 all game long. Author: Harpagornis Game version: 3.0+ Solo: Yes [PotD] Riptide & The Pit Fright DPS & off-tank melee Ranger double team supreme. Author: Boeroer Game version: 2.0+, suitable for 3.0+ Solo: Untested Storm & Plague Caller A slight variation of the good ol' Stormcaller Ranger that focuses on maximizing Stormcaller's proc and disabling/interrupting foes. Author: L4wlight Game version: 3.0+ Solo: Untested ROGUE Don Juan Dedicated trap/secret finder; laid-back passive build. Author: K-Slash Game version: 3.0+ Solo: Untested Fast Assassin, The A rogue who goes for full offense, moves and attacks as fast as possible and does lots of damage. Author: Madscientist Game version: 3.0+ Solo: No Flaming Porcupine Rogue that takes advantage of full attacks' having 0 recovery via Riposte and full-attack abilities. Author: MasterCipher Game version: 3.0+ Solo: Untested Mad Hornet, The DPS ranged Rogue. Author: Boeroer Game version: 2.0+, suitable for 3.0+ Solo: Untested Sorcerer's Apprentice, The Twisted sneaky DPS scroll user. Author: Boeroer Game version: 3.0+ Solo: Untested Yellow Flash, The Riposte off-tank Rogue. Author: mosspit Game version: 3.0+ Solo: Untested WIZARD Bilestomper Tanky & corrosive drainer Wizard. Author: Boeroer Game version: 3.0+ Solo: Untested Coldhearth Solo Ice-Wizard Author: Dr <3 Game version: 3.03 Solo: Yes [PotD] Frozen Lance, The A melee Wizard that engages his opponents head-on. Author: grausch Game version: 3.0+ Solo: Yes [PotD] Royal Court Battlemage, The Veritable jack of many trades, and perhaps even master of one or two. Author: ottffsse Game version: 3.0+ Solo: Yes Skeletor, The Spellcaster and spellbreaker. Author: Mlok Game version: 3.0+ Solo: Untested Vecna's Legacy Solo blaster build. Author: Baron_Bathory Game version: 3.0+ Solo: Yes Witted Wizard, The Efficient spellcaster with high mental stats. Author: Ben No.3 Game version: 3.0+ Solo: Untested Zeblastian Hurtstacker Autoattacking double trouble DPS Wizard. Author: Boeroer Game version: 2.0+, suitable for 3.0+ Solo: Untested
  7. [CLASS BUILD] The Soul Sniper - Mindstalker - Solo PotD Full Playthrough with Megabosses Class: Assassin/Cipher (no subclass) Concept: Ranged glass cannon (ab)using stealth mechanics and highly synergistic skills, weapons and items to deliver high burst damage and DoT while staying in the safety of the shadows. Game Version: Works with latest updates and DLCs as of v5.0.00040. I recommend the Full Community Patch and the No Forced Rests mod (otherwise just metagame around them, it’s fully viable but just a bit annoying). POTD Solo: Yes. Base Game, All DLCs, All 4 Megabosses completed. Some strategies below. Companion: Nope (really meant to play solo by definition) Important Opening Notes: 1) This build originated from playing Kaylon’s excellent Glimmer Man Tactician/Assassin build. I reused a lot of his findings here, and other thoughts from Boeroer, Thelee and others. 2) This build will NOT work with Berath’s Challenge. 3) I would not recommend this build for a first playthrough in the Deadfire. It relies upon a niche type of gameplay that you will most enjoy if you are a returning player with some understanding of the combat mechanics of Deadfire. 4) This is a long post… bear with me, I hope it will be worth the read! -----INTRO------ The idea of this build came to life while trying out Kaylon’s Glimmer Man build. I was really interested in a solo PotD capable ranged Assassin and Kaylon’s build was extremely appealing. As I played it up to lvl 20, I got really impressed by its potential and it turned out to be a lot more versatile than I thought. I also realized a few things along the way: - Brilliant Tactician was very nice but maybe not that crucial, even for a full playthrough. - Some of the drawbacks of Tactician were not optimal (lower PEN and ACC mostly) - There were lots of synergistic Fighter skills, but some not as much (e.g. the +ACC bonus of Stances doesn't stack with Arquebus modal, Constant Recovery doesn’t do much for this build). - Most importantly, this weapon user, high damage build could really benefit from having all 4 mythical adra stones, but Hauani o Whe can’t be reliably dealt with as Kaylon pointed out. I decided to try something different, and the Mindstalker made sense because of class synergies (Biting Whip, Hammering Thoughts and Disintegration cost 3 skill points and are on their own very incremental/transformational to the Assassin), plus you can easily take Hauani (Disintegration + Marux Amanth), and it has a nice thematic fit. From there, I decided upon vanilla Cipher because of the lack of drawbacks and because it brought the best Whip ability for weapon damage. It’s probably debatable, but since you mostly attack with Rogue skills, you don’t consistently generate focus so you have a permanent 20% DMG increase and a 20% Raw Lash on top. Nice. From then, the big questions was: can you complete the game, the Megabosses and the DLCs solo on PotD with a resource-intensive toon that mostly doesn’t have resource regeneration? The answer is yes. From the heights of Vilario’s Rest down to the rectum of Wael’s Titan body, this toon performed far above my expectations. As I’ll explain in a bit, it is one of the most synergistic build I’ve played, in the sense that every skill point invested or item equipped brings something specific to the build. Nothing is wasted, even if certain skills aren’t used that often. The build can basically trivialize 95% of the game including Megabosses. It slows down a little bit in the last 5% which are the DLC fights where the game suddenly puts you in a small enclosed space with lots of respawning enemies and no way to reset the fight. Even then, you just have to slightly adapt your build and you basically turn on God Mode again. The key then is to keep your Guile for stealth and to have high Arcana to nuke everybody with AoE Scrolls (which will benefit from your bonii of attacking from stealth). I’ll detail everything below after a quick rundown of the skills and items specs. -----SPECS------ Race: Wood Elf (optimal, doesn’t matter too much) Background: The White that Wends – Hunter (doesn’t matter much) FINAL STATS WITH ALL PERMABUFFS AND NO-REST BUFFS AS OF 5.0 (without combat buffs): MIG 25 (18 Base +2 Berath +1 Gift from Machine +2 Alchemic Brawn +2 Hot Razor Skewers) CON 9 (3 Base +2 Berath +2 Alchemic Brawn +2 Konstanten Boon) DEX 22 (15 Base +1 Elf +2 Berath +2 Alchemic Guile +2 Amira’s Blessing(?? To be investigated, apparently it has to do with the Neketaka burning house event. Never got the bonus before although getting the event 100% of time. This time I didn’t pursue the arsonists…) PER 29 (18 Base +1 Elf +1 White that Wends +2 Berath +1 Konstanten Boon +1 Effigy: Sagani +2 Alchemic Guile +1 Savage Cunning +1 Cauldron Brew +1 Ajamuut) INT 25 (18 Base +2 Berath +1 Konstanten Boon +2 Alchemic Wits +2 Charm of Bones) RES 11 (3 Base +2 Berath +2 Alchemic Wits +2 Nature’s Resolve +2 Rikuhu’s Blessing) ADDITIONAL PERMABUFFS: Food: Hot Razor Skewers Adratic Glow All Trainings Dawnstar Blessing Luminous Adra Potion Nature’s Resolve (Accuracy) Savage Cunning (Survival) Galawain’s Gift x3 (Acc. against beasts) BERATH BLESSINGS: I am not ashamed of investing all 105 points. BUT none is required to win with this build. SKILLS: I like to roll Diplomacy, Survival, Athletics, and Mechanics (and a bit of Stealth of course) over the course of the game as they enable important stat checks early on. After level 20 and once I’m in the thick of the DLC’s, a stronger focus on Arcana is very helpful and mandatory for the biggest cheesy fights. ----- ABILITIES ------ ASSASSIN Core to the build: Crippling Strike, Fast Runner, Arms Bearer, Smoke Veil, Blinding Strike, Dirty Fighting, Two Handed, Debilitating (or Arterial) Strike, Gouging Strike, Finishing Blow, Deep Pockets, Withering Strike, Devastating Blow, Tough, Uncanny Luck, Deep Wounds, Toxic Strike, Improved Critical, Deathblows. CIPHER Core to the build: Whisper of Treason (just to make Krovix of the Deep your pet), Biting Whip, Hammering Thought, Disintegration. Situational Skills: Borrowed Instinct, Empty Soul (both for Hauani), Farcasting, Rapid Casting (for end-game, Arcana heavy build). Caution: NEVER Take Echoing Horror, it will make you come out of Stealth/Invisibility! A Couple of Notes: -You don’t need the Shadowing Beyond tree. Smoke Veil and the occasional Potion of Invisibility or Scroll of Withdraw are all you need in stealth. For extra mobility, you can consider the Bounding Boots with Boeroer’s tricks. Not required at all, but fun if you’re really into Arterial Strike. I prefer Debilitating Strike because I have already a lot in the DoT department, and because it enables Deathblows which can synergize with Thunderous Report. -Backstab doesn’t fit the playtstyle of this build and is in my experience buggy with Arquebus. -I really don’t spread much into the Cipher’s skill tree, but what I take is incredibly helpful, and then it allows me to invest heavily in the Assassin skill-intensive tree. This is synergy! -----GEAR------ Weapon Set 1: Dragon’s Dowry, Mythic, Volatile Runelock, Serpent’s Rage. Weapon Set 2: The Red Hand, Mythic, Double Tap, Unburdened Soul (trust me on the long run Unburdened Soul is the better choice. See notes below). Weapon Set 3: Main Hand Fire in the Hole, Mythic, Chain Shot and Off-Hand Kitchen Stove, Mythic, Thunderous Report, Everything and Anything. Also keep handy: Marux Amanth. And True Lover’s Kiss if you want. Acina’s Tricorn Charm of Bones Devil of Caroc: whatever enchantments. With permabuffs, it gives us 12 Guile/Encounter. Ajamuut’s Stalking Cloak: amazing! Killer’s Gloves (keep Burglar’s Gloves and Firethrower’s gloves handy) Ring of Focused Flames (synergizes with Dragon’s Dowry and Thunderous Report) Ring of the Marksman (keep Kuaru’s prize handy) Slippers of the Assassin (free stealth once per encounter when you kill your first enemy: this item is amazing!) Sash of Judgment Harley Dog (keep Eviee handy) Potions and Scrolls: Invisibility, Withdraw, high level elemental and physical damage scrolls, anything that can also paralyze/ petrify. A couple of notes: -On the Red Hand, I initially went with Guilty Conscience. Even if it fits the idea of the build, +40% damage taken still sucks. The Red Hand doesn’t need the extra-extra 20% DMG to be awesome. Also, Guilty Conscience will make the (very) optional fight in SSS where you are turned into an Ironclad impossible to win. -Double Tap and especially Thunderous Report are some of the most powerful, transformational weapon effects in the game. Worthy Sacrifice also, but just for one fight. -Overall, just keep unique stuff you come across to have options, especially if you haven’t played PotD a lot. If you come across items with immunities/resistance, hold on to them. You will have more than enough money anyway. -----GENERAL STRATEGIES------ Our Defense is dismal, and we will take a lot of damage because of our passives. Our only option is to stay hidden in the shadows, and to strike hard. Luckily we have a pretty serious and flexible offensive potential: long range single target, short range AoE, both able to apply Burst or DoT, plus afflictions that enable more damage. Lots of combos in perspective. Our ACC will routinely reach 200+ and our PEN is always above 20. So you will always crit and so you will always overpenetrate etc. Thunderous Report is usually critting at 182 ACC with 33 PEN and 400+ DMG. The arquebuses can reach higher ACC and PEN of 36 and hit for 200-300 DMG a shot – and then you can add the DoT! All in all, this build always has the PEN mechanic working in his favor, and will crit 99% of enemies 99% of the time. BURST DAMAGE: -Debilitating Strike: Cheap, big damage, enables Deathblows. Nice opener for Burst DMG. -Devastating Blow: Very strong finisher on enemies with lots of health and closer to the end. Thunderous Report: Outstanding damage in a BIG AoE cone. -Any combination of those will obliterate most enemies. With Dragon Dowry, you can routinely do about 600 DMG on a single target with Debilitating + Devastating in a double tap. -Debilitating Strike with Fire in the Hole immediately followed by Thunderous Report from Stealth is ridiculously strong and will result in potentially 3,000+ total AoE damage depending on the size of the crowd, in less than 5sec of combat. -The Red Hand’s Double Tap will instakill all vessels… except Dorudugan, Concelhaut, the Fampyr’s in Splintered Reef, maybe a few others. But the other Ancient Fampyrs in their cave, the Ancient Liche Battlemage, the Ancient Deathguards, the Steel Ironclads, the Engwithan Titans… all instakillable. -Pierce Immunes are never a problem between double tap for vessels and the lashes/additional effects, especially if using Dragon Dowry. -Do not use Dragon Dowry on Fire immunes. All its attacks are keyworded as Fire which is on the other hand great with Ring of Focused Flames. (Also works with Thunderous Report). OVER TIME DAMAGE: -Gouging Strike: will prolong combat and work until the enemy is no more. Amazing. -Toxic Strike: will increase in potency over time, scaling to incredible damage. -Disintegration: one of the strongest single target damage spell in the game. You can apply all 3 DoTs above to the same target. It works very well at absolutely obliterating enemies that thought they could out-heal your offense, and can speed up boss fights. We are concentrating in this build some of the stronger DoTs in the game. Sure you could also have Arterial Strike, and team up with your Priest, Paladin and Ranger buddies for a crazy DoT-fest. But you have all you need there already to make any enemy a dead man standing. -Deep Wounds: always on, and pretty cool! -----MEGABOSS/HARD FIGHTS STRATEGIES------ You may argue that I use very cheap tactics against those magnificent beings. But if I can’t even abuse Gouging Strike with an Assassin, then who can? Dorudugan: Equip upright captain belt, shoot Doru in the face with Gouging Strike, Stealth and retreat to the exact South East corner of the map (right in the corner). Come back an hour later, it’s cooked. Belranga: Shoot her in the face with Gouging strike, Stealth and retreat at the beginning of the map. Once she’s done, proceed to finish the remaining spiders with Thunderous Report on the biggest cluster and stealth+snipe on the stragglers. Hauani O Whe: Shoot it in the “face?” with Gouging Strike, then retreat to the south of the beach and chill. Once it’s at Near Death, take a +ACC potion/scroll, gulp a potion of invisibility, fire Borrowed Instinct on Hauani. Restealth and use your additional +ACC to land Disintegration (Empower ok but not necessary). Restealth, walk to Hauani and make sure it’s not moving and it’s under the effect of Disintegration. Yank it with Marux Amanth for a nice instakill. Auranic: It’s actually pretty easy even with this build: you need potions of invisibility, the Eviee pet, one Empower point, and do NOT damage Auranic from the beginning. Keep her for last. First, go kill the bodyguard that can charge/stun. Stealth and Thunderous Report + maybe a normal followup attack will do. This will trigger your invisibility from the boots. Go slightly south while switching to the Red Hand. Fire on the Sigil that opened (obelisk of terror) and the remaining bodyguard both with Gouging Strike. Yes, even if obelisks are pierce DMG immune they will take the hit, triggering lashes and additional effects. Drink a potion of invisibility and retreat to the entrance to chill a bit. Now you will repeat this strategy to apply Gouging Strike to all the remaining obelisks but never attack Auranic. It’s actually really easy, walk up, Auranic opens an obelisk, shoot, stealth, run away. Use potions of invisibility and replenish 6 points of Guile out of your 12 Max when needed. Once all obelisks have the Gouging Strike, wait at the entrance for their destruction. Because Auranic is still relaxed, she won’t open the obelisks unless provoked. Once they’re gone, shoot Auranic in the face with Gouging Strike from Dragon’s Dowry and retreat to the entrance. Wait until she’s done. Of note, you can use the same strategy without using the Empower points and the True Lover’s Kiss, but it’s probably very tedious. SSS Hard Arena Fights /BoW Bridge Ablaze/FS Oratory and Oracle: Those fights might seem impossible at first but respec to max Arcana and load up with the strongest AoE scrolls with potions of invisibility and use your Guile to stay invisible or Gouging Strike key opponents. The fights will become a cakewalk. As an Assassin, you retain your bonii from striking from stealth when you use scrolls which leads to devastating AoE strikes. -----THE END------ Happy to read your thoughts and potential for improvement. Retrospectively, I may have underutilized the Cipher half of this toon, but at the same time this version is very effective!
  8. I don’t know if this has been mentioned but this would be great for those of us builders who like the structure of a build to look supported without having to scaffold all the way to the ground from an elevated build. Vertical Triangle Scaffold (triangular sides) would be nice to cap off a horizontal support made of boxed scaffold (normal scaffold with a border on bottom instead of just legs).
  9. Hello everyone, Some time ago I've created a Google Sheet with the automatic level progression for all the story companions in the game. I this spreadsheet I've noted all the options each companion would automatically take at each level if automatic leveling is enabled (took me quite a lot to do this through console commands), as well its Skill Points allocation and its starting equipment. Now I would like to take this thing up a notch, and insert as well an example of end-game gear each companion should wear. The problem is, I'm not so savvy about equipment in Pillars of Eternity, since I still haven't finished the game once (I'm currently at the beginning of Act III), thus I thought that someone here could help me with this project by pointing out the best equipment for each character. Before you (hopefully) start commenting on the sheet I have just two limitations about the equipment: since this is more intended for role-play than optimization the various companions must keep their "iconic" equipment (those item's with their names on it, or otherwise named after their background, like the Saint's War Armor or Massuk Hunting Bow), and also the type of weapon and/or armor can't be changed (for example, if a character comes with a brigadine and a estoc it can't equip a padded armor and a pike in the end-game). That said I hope to find someone who can help me with this project. If you have questions about it just ask away, I don't bite. Thank you in advance for your help and time.
  10. Here is a link to a google doc that lists (almost) every build after 09 May 2019. Builds listed follow two criteria: 1. It had commentary after 09 May 2019. 2. It is mostly plug and play. These boards are a veritable treasure trove of Deadfire knowledge, but most people won't bother reading any of it. Builds listed must be mostly playable after less a minute of reading. If it follows these two rules, the build is listed. Little to no curation has been done on my part. https://docs.google.com/document/d/10yKVvE3jHyu9uHso-dAtwV7jrL7K3jdBP3pxVgH1gpM/edit?usp=sharing I've been a lurker here for many years. Thanks to everyone asking questions and answering!
  11. In the first game I happened to finish Aloth's companion quest before going to the White March, so I dropped him when I picked up new companions there. He remained at Caed Nua the rest of the game. Now that I've picked him up in Pillars 2, I'm trying to play him as a straight wizard class. Are there any suggestions how he should be built? I found the magic system in POE 1, with the fiddling and constant swapping of grimoires rather annoying. Now that the system's changed in POE 2 I want to try to see if I can bring Aloth all the way to the end game. My current party consists of my main character (rogue cipher), Serafen (barb), Eder (fighter), Xoti (priest) and Aloth. My party is at level 7. Thanks.
  12. So I have played the game through twice. Once messing about with everything eventually choosing Phineas and once with the Board. I had an assault rifle build the first play through (but it wasn't focused) then. (sided with Phineas) The second play through I wanted to try out 1H Melee combat. Which took a lot longer to be good but once I leveled up my skills I was running around combat in time dilation taking out enemies. (sided with the Board) If I want to try out Supernova I get the feeling I really have to decide exactly what I want to be doing and build towards it from the start of my play through. I also want it to be somewhat good from the start so that I don't have to keep reloading when I lose companions (do I even want companions?) Anyone got a fun build, that's not too hard to play?
  13. Hi guys, I've recently started a Deadfire playthrough after beating PoE and importing my save file. In PoE I allowed the Devil to get her revenge and sacrificed her at the pool, which I thought would trigger her Breastplate in Deadfire according to what I had read, that she just had to be dead in PoE. Well it is not appearing. So what I did was to download the Unity Console to get the brute way. But it is not working, and I can't find anything about it. The thing is, I think I deserve that damn armor. The game is only getting fun now that I got past the bull**** (Maje island on PotD) and I can actually see my character improving. I had planned his whole build with the armor in mind, given that he being a Marauder would benefit from the resistance to intelligence affliction and stop hitting Eder. Can someone help?
  14. Hey! Just curious what people are going to play as their 1st build. I’m personally thinking of a charming sneak thief that is high in leadership. I’m wondering if I can do a totally pacifist play through. I’ll sneak everywhere in disguise and if I get caught try to talk my way out of it, and if all else fails my companions can get their hands dirty. I’m just curious if this is even plausible early game... can you befriend marauders? Not kill aliens or robots? Thoughts please! Thanks!
  15. Hello! I will soon be returning to pillars and hopefully finally finish it (or at least get past Maerwald) before December when POE2 releases for PS4. I want to do a talkative build that works well in a team (and solo? I dunno if there are many fights you HAVE to do solo) on POTD. Also, havin POE2 in mind, are there some creation choices from POE1 that highly affect conversations in part 2? Stats and build dont matter to me much, as I like pretty much all playstyles in these types of games Races I find the most interesting: Orlan, Aumaua, Godlike Classes i find the most interesting: Paladin, Cipher, Priest While I like slaves or scholars the most, I am open to other backgrounds. For geographic origins I have no preferences at all, though I guess Deadfire would have the largest impact in POE2? Any advice is much appreciated ;D
  16. Hi all, I've looked everywhere I could think of and couldn't find any PotD solo turn based build so I've decided to ask for one here. I've already finished the game on PotD solo RTwP with a Devoted/Streetfighter and it was a lot of fun. However, this build obviously won't work on TB. I'm really interested in FINALLY trying the new turn based system but I only play solo PotD so here's that. A few points for this potential build: 1. I'm using Berath's Blessings so builds that are very weak at the beginning are still fine (I hope). 2. This build should be able to win against every boss (including expansions), including optionals such as the annoying Fampyr's Crypt. 3. I would very like for the build to be able to win against one of the Mega Bosses (I don't care which one), but I don't really expect to find one which does. :(( 4. Tested builds are preferred. Thanks in advance for anyone who tries to help.
  17. ======== Alistair ======== ~the Trickster Prince~ -------------------------- Class and Specialization -------------------------- MindStalker: Cipher (Beguiler) + Rogue (Trickster) Wood Elf: Resistance to Dexterity afflictions Origin: Old Vailia Background: Aristocrat -------------------- Stats: M/C/D/P/I/R -------------------- 16/10/15/15/17+1/04 Notes: ----- I prefer Beguiler since I'm more concerned with casting Control skills than with dishing out damage. Rogue on its own provides most of the damage needed and Arterial Strike (Crippling Strike upgrade) and then Killing Blow does most of the work damaging an opponent while the damage bonus from Trickster Sneak Attack (+20%, later Deathblows +50%) and Beguiler Soul Whip (+20%, +10% under Sneak Attack conditions) makes this unit's AA powerful enough on its own. The Rogue skill-tree exists primarily for its passives--'Persistent Distraction' is powerful in melee (-10 Deflection, +1 Engagement, no defense check) and the Trickster's class spells augment the Beguiler's power and flavor quiite nicely. I am aware that Beguiler is an unpopular pick at the moment, but I will make the distinction that, compared to the other three classes, Beguiler is useful and powerful as a function of volume rather than strength. Bear with me as I explain. For this purpose, I'd like to make a comparison between Ascended and Beguiler. Unlike Ascendant, Soulblade and especially Psion, Beguiler benefits not just from a better Soul Whip (+50% although it is locked behind a Sneak Attack condition), but also from being able to frontload its spells whereas the others have their power backloaded. Unlike Ascendant which needs to build up its focus painstakingly and with a massive disadvantage, the relative DPS of a Beguiler is much more consistent and with about 10~ focus resotred on Hit per Hit at level 15-20, it's easy to get enough Focus per cast in order to cast high-level spells consistently. The only time when Ascended does take over would be during through the Ascended buff and even then not by much. They get the full Soul Whip bonus and a +3 to power level but the amount of time to get there is much slower unless when taking advantage of AoE attacks. Trickster, on the other hand, is chosen both for the utility gained from their bonus spells and the offensive power of both the Rogue abilities and the bonus from Sneak Attack. With this last, the build gains at least (1 + 2.10)x damage to its Auto-attack from the collective benefit from Rogue's Sneak Attack + Deathblows (20% + 50% +x% from PL scaling), and the bonus from Biting Whip and the Bonus from Sneak Attack to Soul Whip (20% + 10%) not including any bonuses from items. Sadly, these bonuses only apply to auto-attacks and weapon-based attacks. I am unsure if the bonus from Soul Whip applies to the Rogue's Full attacks but it should not be too much of a problem considering the above par margin on damage these abilities gain simply from a combination of Sneak Attack and Dual Wield. On the utility side, the build gains bonuses not just from its free spells but also a plethora of other utility skills from Rogue Cipher such as Persistent Distraction, Hammering Thoughts, Gouging Strike, Cipher Afflictions, etc. These range from the extremely useful Llengrath's Displacement, to the powerful but niche Ryngrim's Visage. Alternatives: ------- Some of the better alternatives to this build involve exchanging Trickster either with (1) Assassin or (2) Debonaire, the first to take advantage of any invisibility the build might obtain through its abilities while the latter is best paired with double Blunderbusses in order to take advantage of the party-unfriendly modal available to the Blunderbusses ========= Synergies ========= The usual opener I'd suggest would be (Secret Horrors) + (Phantom Foes -or- EyeStrike) Blind is one of the most powerful afflictions in the game since it not only reduces a two defenses but reduces the enemy's max range and accuracy. Frightened does two things, the first is that it reduces the Will defense and lengthens the duration of Afflictions and similar status ailments. Since the Beguiler bonus works with Body and Mind Afflictions, Casting Secret Horrors first and then EyeStrike should net the Cipher a good bit of Focus for future casts. When going melee, the following is recommended (Llengrath's or Mirror Image) with Wael's Sceptre + (Borrowed Instinct) Based on this, https://forums.obsidian.net/topic/104896-the-big-post-of-stacking-rules/ it should be possible to stack the above for a total of +30 Deflection and +30% Hit to Graze conversion from both abilities. If one's defenses are sufficiently high, Mirror Images would be a better pick clocking in at +50 Deflection add in (Body Attunement) + (Tactical Meld) if Accuracy or Armor is insufficient. Body Attunement alone is pretty useful even when ranged while Tactical Meld is useful for engagement. That said, (Tactical Meld) + (Ryngrim's Repulsive Visage) + (Persistent Distraction) is a good way of getting free Disengagement Attacks for bonus damage if surrounded. It should be noted that I get almost no damage skills, but a few could be useful. Amplified wave should be easy to cast consistently with the Beguiler bonus and barring that, casting the lower level spells like Ectopsychic Echo and Mind Blades should be easy. There are others but these, I think are the best. ========== Equipment ========== --------- Weapons --------- Set 1: Rannig's Wrath + Tuotilo's Palm -or- The Best Defense Set 2: Watershaper's Rod -or- (Fire-in-the-Hole + Hand Mortar) -or- (Wael's Sceptre + The Best Defense) Set 3: Whispers of the Endless Paths Armor: Honor Guard Breastplate -or- Caroc's Breastplate -or- Miscreant's Leathers Notes: ----- (1) Weapon swap is recommended when using the Trickster spells--which, incidentally, is probably the most annoying aspect of this setup. The melee weapons are the main source of DPS; Hand Mortar has AoE for Focus generation and AoE distraction; Wael's Sceptre grants +2 Illusions Power Level and 10% chance to become invisible on crit (backstabs); Current's rush has y% Crit guarantee ramp and z% Crush dmg on crit. (2) The build can make for a very good off-tank since the Cipher spell 'Borrowed Instinct' (+20 ACC, +20 all defenses) and the Trickster access to Mirror Image (+30 DEF) and Llengrath's Displacement (+10 DEF +20 REF, 20% Hit to Graze) [these two spells don't stack] makes for a very durable off-tank. (3) There's an interesting interaction between Wael and Current.Current makes it so that both Sceptres trigger their on-crit effects. Try to get Backstab from Rogue to make the most of the free invisibility. Otherwise replace Hand-Mortar with Eager Blade (4) One important thing to note is that the Rogue afflictions will transfer using AoE weapons. This is where the double Blunderbusses come in. Using these Blunderbusses, you can transfer Gouging Strike to a large number of units so that they will suffer from AoE bleed. This usually helps clear out waves of enemies especially in PotD since Gouging Strike lasts until the end of battle. (5) Caroc's Breastplate would be the best armor to use on most occasions but I prefer Honor Guard just for looks. ------------- Accessories ------------- HGr: Heaven's Cacophony (+2 INT) Amt: Bauble of the Fin (+1 INT, +1 CON, +3% Damage Aura) Clk: Giftbearer's Cloth Blt: Sash of Judgment (+10% Damage above 50% Health) Bts: Footprints of Ahu Taka (+2 DEX) Glv: Aegor's Swift Touch (+1 DEX, +5% Action Speed) -or- Hylea's Talons Rn1: Chameleon's Touch (+1 INT, +1 PER) Rn2: Entonia Signet Ring -or- RIng of Clenched Muscle (random afflictions and random inspirations on hit) Notes: ----- These Accessories focus on giving additional Hit damage and utility instead of direct stats. The rest focus on improving defenses or Damage. =============== Level Progression =============== This section has a tier-system to facilitate the creation of a list of recommendations for the build. Recommendations are ranked according to priority starting from a rank of (1) onwards with (1) being the highest priority. Cipher is marked as (C) while Rogue is marked as (R). So a first priority skill from a Cipher will be indicated (C) while a second-priority skill from the same class would be indicated (C2). (1) Eyestrike (C), Crippling Strike (R) (2) Soul Shock (R) (3) Penetrating Visions (C) (4) Draining Whip (C), Two-Weapon Style (G) (5) Phantom Foes (C) (6) Blinding Strike (C) (7) Secret Horrors (C), Gouging Strike (R) (8) Hammering Thoughts (C) (9) Recall Agony (C), Weapon and Shield Style (esp. when using "Tuotilo's Palm" or "The Best Defense" as shields) (G2) (10) Body Attunement (C), Persistent Distraction (R), Riposte (R2) (11) Withering Strike (R) (12) Silent Scream (C) (13) Ringleader (C), Deep Wounds (R) (14) Borrowed Instinct (C) (15) Tactical Meld (C) (16) The Empty Soul (C), Toxic Strike (R) (17) Amplified Wave (C) (18) Improved Critical (R) (19) Ancestor's Memory (C) Deathblows (R) (20) Stasis Shell (C) Notes: ----- As can be seen from the distribution, there is an emphasis on getting important Crowd Control spells from the Cipher tree as opposed to the usual damage spells. Due to the benefits to resource-volume from Beguiler, Amplified Wave is sufficient in its role as main DPS source and combined with Sneak Attack and Deathblows by Rogue (+70% Sneak Attack damage to Spells) one would need little in the way of DPS in terms of spells. Feel free to take DPS spells along the way. Stats can always be re-specced so its no real burden on the build. One thing to look out for is the fact that this build specializes in single-target damage. AoE Damage is best delivered through weapons since these benefit from the bonus ailments and conditions made possible by Rogue. Otherwise, the build still performs well as an AA build with the combined effect of Deathblows, Biting Whip, Persistent Distraction and Borrowed Instinct. Take note that I don't take the lower level Charm spells. First, one can take them at lower levels then spec out of them upon reaching higher levels. Second, consider that Ringleader does most of the work of those spells only better and that you can opt out of any earlier build by paying the innkeep. Third, while those lower level spells are fun to spam and undoubtedly powerful (charm is powerful in general), one can easily do without them. There's the not-so-good reason that it would be a waste of a Charm spell if it stands in the way of your AoEs but by far the best reason is that there's already a higher level spell that does most of the lifting. Ringleader does for AoE what the others can only hope to achieve and with better range.
  18. Hey guys I recently started playing PoE2 and have tried to find some solid starting builds for MC but there's a lot of information out there that's based on older patches, with dexterity probably being the most contentious stat when it comes to turn based mode. I've had a look at the wiki to plan out my party and have pretty much settled on Eder (fighter), Xioti (priest) and Tekehu (druid), with flex spot that will also determine my MC class reserved for Pallegina (paladin), Aloth (wizard or battlemage) or Serafen (Cipher). Which means my MC would be either paladin, cipher or wizard (evoker). The problem is that I don't know how to spread out the stats. For Wizard I took 18 might, 8 con, 10 dex, 19 per, 18 int, 4 res. I'm not far enough into the game to gauge the usefulness of dexterity yet and I'm still not fully clear yet if the game works on a round system or if initiative works more like speed in other RPGs, giving you more turns over a period of time. In any case, I'm wondering about Cipher specifically, and how to build it. Ideally I'd like to keep it as close to my PoE1 cipher as possible, which was using ranged weapons (blunderbuss, and later the legendary bow). However, I wouldn't mind some tips regarding starting stats for casters or melees either as it will surely help me with stat optimisation (gear wise) for the companions further down the line. Thanks in advance for answers.
  19. I am looking for 5 builds that match according to some rules I have for them. First a couple of rules. I want to have 5 multiclasses. I want to use all classes once except for ranger I do not want to use it. I want to have a Tank, a melee DPS off-tank, a ranged DPS (preferably something with an arquebuss), a magic DPS and a Healer/Buffer. Apart from that anything goes. Feel free to share builds if you feel like it.
  20. Hello everybody ! I need your help. Indeed, I have not replayed since the very first days of the game, preferring to wait for a greater maturity and I would like to try again at the highest degree of difficulty with an optimized custom party. Unfortunately i do not have time to follow all the evolutions of builds and modifications of the game's balance. Could you recommend some interesting builds to create the custom party I have in mind? - Two melee characters (tank / off tank / DPS), with possibility of cleave / magic aoe / synergy - A sniper at range - A magic nuker - A Healer / buff / debuff support Just one limitation please, not a lot of stealth mechanic / abuse... Which classes would best fit this kind of setup? I am also interested in all your suggestions! Thank you in advance for your contribution.
  21. I'd like to make a custom party having one of each race minus godlike And I kind of prefer to have 2 melee main tank + off tank and 3 ranged 1 caster, 1 Kiting ranged DPS and a ranged healer. I'd like for the builds to have synergy and something in common. Like no 2 paladin multiclasses or something. I hate Ranger and would not be using that. Otherwise it's fair game. Don't have real restrictions except for the 2 melee, 3 ranged thing.
  22. I've played through this game 2 or 3 times the entire thing except maybe some DLC here and there and so far I like some builds and some not. I absolutely hate Ranger class I just find the pet or the ghost pet annoying. I prefer Shieldbearer/Unbroken tank. I love the Eothas/Troubadour Support/healer And I really like the Ancient/Wizard no subclass(maybe I should try Blood Mage?) for magic dps and aoe. Now there are 4 unused classes left Monk, Cipher, Barbarian and Rogue. I'd like to build 2 more multiclass builds with these 4 but I am a bit lost. I heard something about a Helwalker/Ascendant Dual wield mortar build? That would leave Rogue and Barbarian are there any good Marauder builds? I've been looking around on the forums but I haven't found more. Any replies would be helpful.
  23. Intro: I think it would be really cool if Obsidian added a 12th class to Deadfire and I think that class should be the Shaman. I know shaman right now is a multiclass between a Barbarian and Priest, but I think that should be changed to something else and Shaman should be its own single class. Why Shaman? I think shaman could be a really fun, unique class if it was added as a stand-alone class. Totems are cool and add a completely different play style. I gathered my thought and made up what I think would be a cool approach to making Shaman an official class. Below are class descriptions, abilities, and subclasses that I made up for this class. Obviously, there is no way for me to test any of this and maybe this class would be super overpowered the way I have thought of it. I also just described the abilities and didn't mention anything about what defenses they go against or anything that specific. This is just something I made up and would love to see added to the game with real values! I am very open to suggestions and ideas and even though this will probably never be added to the game, it is fun to think and dream about! Thanks for reading! Class: Shaman Roles: Striker, Support, Crowd Control Power Source: Ancestors (Shaman would use Ancestral spirits as a resource like paladins use Zeal instead of having spell slots like a wizard.) Subclasses: (names pending) Double number of allowable active totems. 25% chance to regain resources when totem unsummoned/destroyed. Totems are weaker and have a lower duration Totems no longer consume resources and are have a 0.5 sec cast time. Can only cast each totem once per combat. Total resources cut in half. Gain ability “Extract Spirit” – consume the spirits of fallen kith, wilder, and beasts to regain resources. Can also target low level/near death spirits. Successful use also grants Strong and Smart for 5 sec. Can no longer use empower. -10 all defenses All totems are more powerful, have longer duration, higher defenses, and more health. Having a totem active gives +1 all PL. Can only have 1 totem active at a time. Totems destroyed by enemies inflict damage to the shaman. Not having a totem active gives shaken. Abilities by Power Level PL Active Abilities Passive Abilities 0 Shaman use spirits to summon Totems in combat. Shaman use spirits to infuse their weapons with special abilities Can only have 1 Totem active at a time. Totems Count as summoned creature Totems are immune to Intellect Afflictions but have low reflex 1 Purge Totem – Removes 1 negative affect from nearby allies every 5 sec Fire Totem – Shots small fire balls at enemy targets Taunt Totem – Forces nearest 2 enemies to attack. Enemies are distracted Earth Weapon – Full attack, Deals additional Crush Damage Poison Weapon - Primary attack, Applies poison Hex that sickens the target Arms Bearer Monastic Unarmed Training Will of the Spirits - +5 Will, +5 defense against spirits 2 Water Totem – Regen health in area Earth Totem – Damage enemies in area, enemies are hobbled and shaken Totem of Atrophy - Applies Curse of Atrophy in AOE Shaman Modal – Earth (-5% damage taken), Water (Gain Concentration every 5 sec), Air (charges up, pushes back enemies tat attack in melee), Lightning (+5% Crit Chance), Shadow (increase duration of will targeting attacks) Lightning Weapon – Primary Attack, deals additional lightning damage in small AOE around target Shadow Weapon - Full attack, applies a Hex that lowers accuracy of target Weapon and Shield Style Two Weapon Style One-Handed Style Two Handed Style 3 Pull Totem – Pulls farthest enemy in range to totem Stone Totem – Throws rocks for crush damage at enemies Totem of Nightmares - Applies Curse of Nightmares in AOE Taunt Totem 2A – Increases health, defenses, duration Taunt Totem 2B – when destroyed or unsummoned, deals fire damage and staggers and sickens enemies Earth Weapon 2 – Successful hits also bleed the target over time Poison Weapon 2 - adds poison damage to weapons attacks while hex persist Can have 2 active Totems Bear’s Fortitude Snake’s Reflexes Bull’s Will 4 Water Totem 2 – Activate again for instant heal. Destroyed when activated. Heal amount determined by time remaining Spirit Totem – Frighten nearby enemies Shadow Totem - Applies Curse of Darkness in AOE Modal 2 – Earth (increase AR by 2), Water (Gain Acute at the beginning of combat), Air (recharges faster), Lightning (crits have 50% to set off lesser chain lightning), Shadow (Will targeting attacks also lower will by 5) Water Weapon – Full Attack, target ally instead of enemy, heals instead of dealing damage Lightning Weapon 2 – Full Attack, increased AOE damage Weapon of Rot - Primary Attack, Applies hex deals poison damage over time +1 Penetration with Fire Attacks +1 Penetration with Earth Attacks +1 Penetration with Electricity Attacks Spell Shaping Tumbling 5 Pull Totem 2 – Immobilize Pulled targets Stone Totem 2A – Has a chance to knock down Stone Totem 2B – Stone explodes and deals pierce damage in AOE Defense Totem - +5 all defenses, stacks with other defensive abilities Totem of Obedience - Dominates targets in small AOE Lava Weapon – Primary Attack, increase the time of beneficial effects on allies in a small AOE around the enemy hit Plague Weapon - Primary Attack, Applies a hex that adds damage each time the target is hit in melee Shadow Weapon 2 - The hex also deals damage each time the target misses an attack Tough Uncanny Luck Practiced Healer Far Casting (Totems Only) Strong Totems – Increase Totem defenses and AR 6 Air Totem – Blinds in AOE Lightning Totem – Deals damage in AOE Spirt Weapon – Primary attack, terrify enemy Water Weapon 2 – if ally is below 50% health, leaves a small heal over time Weapon of Rot 2 - Target explodes if killed while the Hex persists Spell Resistance Improved Crit Quick Summoning (Totems Only) Increase number of resources by 1. +1 Spirit 7 Speed Totem – Increase stride and lower recovery speed. Doesn’t stack Rez Totem – Revives ally Air Weapon – Recover Instantly on next weapon Crit Lava Weapon 2 – Crits cause the attack to be more benefical Plague Weapon 2 - the Hex spreads if the target is killed while still affected by the hex Killing blows have a 25% chance to recover 1 resource Lasting Empower Accurate Empower Penetrating Empower Potent Empower 8 Water Totem 3 – Using the active ability with 10+ seconds remaining restores the resource cost Lightning Totem 2A – chance to stun Lightning Totem 2B – increase AOE Spirit Weapon 2 – Hit enemies behind the initial target in a cone area Totem of Serpents Gaze - Petrifies targets in a cone in the direction the totem faces Great Soul Totems have increased Duration 9 Ancestral Totem – lashes out at enemies at range dealing Fire, Earth (crush), lightning damage Rez Totem 2A – Revives in area and gives robust and resolute Rez Totem 2B – Revives 1 ally with more health and brilliant Air Weapon 2 – Recover Instantly on next 3 weapon crits Prestige Totem Master – Can have 3 active totems EDIT - Added some totems and weapon attacks to go along with the theme of curses and hexes and made some minor wording changes
  24. The Tempest Lifeshaper Here’s a build I’ve been floating around the forums lately: a Furyshaper/Lifegiver that fits the RP and aesthetic of a Witch Doctor or Shaman. The Tempest Lifeshaper is meant to be used in a party setting, and can deliver powerful DoTs and HoTs, and support via speed and defensive buffs and Afflictions. As you can guess, this build is held together by The Spine of Thicket Green’s +3 to Beast and Plant PLs, Lifegiver’s +2 PL to Rejuvenation, and Nature Godlike’s Wellspring of Life for an additional level. Furyshaper was chosen for the totem aesthetic and bonus party speed via Shape Ward: Frenzy. Since Druid’s DoTs are mostly raw damage, and because this is a mid to backline character, this multi doesn’t benefit much from Berserker’s bonuses. The +10 accuracy versus spirits serves the RP. Lifegiver can’t cast Druid summons, which isn’t a problem since totems takes up the slot anyways. We’ll also want to keep the Spine of Thicket Green’s bonuses up and will refrain from shifting to avoid the PL penalty - +3PL to Rejuvenation works just fine. Mind that this isn’t one of those ultra-hardcore min-maxed to the marrow kind of builds. [Nalpazca]: “Those circles, man…” ------------------------------------------- Game version: 4.1 Difficulty: Veteran/PotD (upscaled) Tested: Veteran/Upscaled (about halfway through PoTD atm) Solo: That ain’t my bag, baby! ------------------------------------------- Race: Nature Godlike Class: Tempest (Furyshaper/Lifegiver) Culture: Deadfire Archipelago or The Living Lands Background: Whatever suits you. I’m fond of Clergy or Explorer. ------------------------------------------- Stats: (Note that I’m one of those weirdos who doesn’t like to min-max so adjust these to your liking. This multiclass suffers from penalties to Deflection and Will so dropping Resolve too much might not be the best idea.) Mig: 17 (+2 BB) Con: 8 (+2 BB) Dex: 11 (+1 Godlike, +2 BB) Per: 13 (+2 BB) Int: 17 (+1 Godlike, +2 BB) Res: 8 (+2 BB) ------------------------------------------- Skills: Active: Again, whatever suits you. Arcana offers some extra abilities via scrolls while Stealth is useful for early combat buffing. I like investing three points into Athletics for old times’ sake. Passive: Survival, Insight, and Intimidate fit the RP. ------------------------------------------- Abilities: Character Creation: (Furyshaper) Frenzy: Frenzy is the cornerstone of this build, providing Strong (+15% Damage and Healing, +10 Fortitude), Fit (+15% Health, +10 Fortitude), and a 25% bonus to Action Speed. Naturally, this will be your main trigger for Nature Godlike’s Wellspring of Life so you’ll want it on all the time – though remember it lowers Deflection by 10. (Furyshaper) Shape Ward: Frenzy: Shape Ward: Frenzy is why we decided to go for Furyshaper. While the +10% Action Speed bonus isn’t huge, it applies to a wide area and stacks with similar bonuses (including Frenzy), making it ideal for allied casters and archers/gunners. (I’m fond of stacking it with a Chanter using Sure-Handed Ila and Gersnic.) Positioning the totem can be a bit tricky and often depends on terrain and your party composition. I usually try to summon it in the midline and away from my party’s direct path: just enough for it to cover the team while keeping it out of enemy AoE. I also try to summon it from Stealth to lower the recovery time. Try to keep your totem from expiring (either through damage or time) because you will incur a universal -1 penalty to your PL. Enemies don’t target it often but it has weak defenses and will fall fast to splash damage. Note that your defensive and healing spells will affect it and summoning a new totem while the current is active will not trigger the penalty. (Lifegiver) Sunbeam or Charm Beasts: Sunbeam doesn’t fit the build as thematically well as others but it has a long range, offers Blind, and when used in conjunction with Spirit Frenzy (Staggered), is a nice way to apply two afflictions at once. Charm Beasts is situationally useful and pairs better with the core theme of this multiclass, though I find Hold Beasts’ Paralyze a bit better for the bonus chance to crit. Note: Tanglefoot is a fair choice since it’s keyworded to Plant and can be negated through Form of the Delemgan. However, our Spirit Frenzy will still apply Staggered. (Lifegiver) Nature’s Vigor (Free): It’s free but Frenzy already covers our Wellspring of Life. Save this one to counter Con afflictions. (Lifegiver) Spiritshift: Pick what you’d like. Since we want The Spine of Thicket Green glued to our hands, we won’t go into animal form often. ------------------------------------------- PL1: Fast Runner: Fast Runner is useful since some of your more powerful abilities (Nature’s Balm, Venombloom) are short range and you may need to re-position your totem during longer battles. (Lifegiver) Touch of Rot or Charm Beasts or Nature’s Mark: Touch of Rot scales well with PL but has problems reaching PEN on PoTD when multi-classed. Nature’s Mark is decent early on. ------------------------------------------- PL2: (Furyshaper) Thick Skinned: The extra engagement is marginal since we’re hugging the back/midline but +1 AR versus physical damage ain’t bad. (Furyshaper) Wilder Hunter: A situational +25% damage versus Wilder, which will translate to our DoTs. We’re picking this one since our passives are limited – the weapon passives won’t do much for us since Spine of Thicket Green is a stat stick. (Lifegiver) The Moon’s Light (Free), Insect Swarm, and Hold Beasts: At PL2 we finally get access to our first HoT with The Moon’s Light; and our first Beast DoT with Insect Swarm (which prevents enemy Concentration!). Hold Beasts is situational but has a hefty 20 second base duration and a long range at 15m. ------------------------------------------- PL3: (Furyshaper) Bloodlust: Bloodlust is a bit clunky as we rely on DoTs for damage but the effect will trigger enough against larger groups. More speed is always appreciated. Bull’s Will: A crucial defensive bonus since this multi has awful Will. (Lifegiver) Nature’s Balm (Free) and Infestation of Maggots: Garcon! More HoTs and DoTs, please! ------------------------------------------- PL4: (Furyshaper) Shape Ward: Fear (Free): Our second and last ward as a multi-classed Furyshaper. This one pulses Terrify versus Will every three seconds, and works well as a defensive tool but the pulse range seems bugged (it’s roughly half of the circle). Between it and Shape Ward: Fury, I prefer the latter since there’s other sources of Terrify and Venombloom procs Frightened. Also, passive bonuses won’t apply to it and PL only increases its duration, so it doesn’t mesh too well in PotD. (Furyshaper) Spirit Frenzy: Spirit Frenzy is another one of our core abilities, so pick this up as soon as you get to level 10. The Staggered proc combines well with all of your offensive spells, notably Plague of Insects and Venombloom to lower the enemy’s outgoing and incoming healing. Like I mentioned above, it also pairs well with Sunbeam for backline harassment. (Furyshaper) Unflinching: For one humble ability point, we gain Resistance to Mig, Con, and Dex afflictions so long as our Tempest’s health remains at 75 percent and above – not too shabby considering it prevents our Frenzy Inspirations from being stripped by Staggered and Sickened. (Lifegiver) Moonwell (Free) and Form of the Delemgan: Moonwell is another solid HoT that provides some fair (+10) defense though I think The Moon’s Light scales better with PL since it’s a lower-level spell. Form of the Delemgan deserves a slot for its swath of bonuses (+25% Stride, +20 Defense while disengaging, immunity to Dex afflictions, +6 AR versus Burn, Pierce, and Shock): handy versus archers, gunners, spiders, Rathun, and the like; and it couples well with Wizard’s Binding Web. ------------------------------------------- PL5: Note: I don’t like the Empower mechanic much, so we’ll be dipping into more PL5 passives to help solidify the build. (Furyshaper) Leap: Leap is useful as an escape or repositioning tool but use it sparingly since it’s costly. (Lifegiver) Cleansing Wind and Plague of Insects Cleansing Wind is meh since it’s not tagged as a Rejuvenation spell, and therefore won’t be affected by Lifegiver’s bonus. Plague of Insects is our most powerful friendly-fire DoT: combining damage, Sickness, and Concentration disabling; its wide area and superb range (15m!) lets you cast it from safety. Rapid Casting, Practiced Healer, Other Defensive Passives They do what they say on the tin. ------------------------------------------- PL6: (Furyshaper) Tough: We’re not going to be investing too much into Furyshaper’s abilities at this point so Tough can be reserved for this PL. (Lifegiver) Garden of Life (Free), Venombloom, *Rot Skulls: Admittedly, I haven’t used Garden of Life enough to vet it (the other HoTs do the job fine) but it seems alright so long as gibs are turned off. Venombloom is a powerful friendly-fire Plant DoT that also inflicts Weakness and Frightened (and Staggered!) – it has a short range and can be hard to see in the heat of battle so be wary. *Sometimes I like to use One-Handed Style and Rot Skulls against trash mobs and for fun/RP. Note that this will reduce the strength of your ongoing Beast and Plant DoTs since the skulls replace SoTG. (Lifegiver) Quick Summoning or Spell Resistance Totems are slow to cast/recover, and you have low Deflection and Will. ------------------------------------------- PL7: (Furyshaper): Blood Thirst Like Bloodlust, Blood Thirst will trigger sporadically but negating the recovery time on your next action has immense value. (Lifegiver): Nature’s Bounty This is a weird spell that’s a bit finicky to use but the +20% Action Speed is there for classes without those bonuses and the healing is decent. (Lifegiver): Rusted Armor or Weather the Storm Both are situational; note the Burn and Shock AR on Form of the Delemgan won’t stack with Weather the Storm. ------------------------------------------- Gear: The Furyshaper/Lifegiver is a character meant to support a party, and as such, as your gear choices will vary based on party composition. Generally, I go with: Weapon: The Spine of Thicket Green (duh) upgraded with Empowering Instinct and Purifying (it seems Poison/Disease threats are more common than Plant/Decay). The bonus accuracy and damage versus vessels applies to your DoTs! Armor: Fleshmender’s (relatively) higher AR may deter ranged enemies from targeting you. Aloth’s Leather Armor has some nice upgrades. Changeling’s Mantle would fit it well thematically but I haven’t tried it yet. Armor (Modded): Checoden’s Deadfire Tweaks mod makes Xoti’s vestments a proper enchantable armor suited for healing. Head (if not going Godlike): Helm of the White Void adds +10 Accuracy to abilities attached to Afflictions. (I wonder how Spirit Frenzy would work with this?). The Helm of Grotto’s Deep is nice for its +2 INT. Necklace: Charm of Bones for +2 Int and more accuracy versus Vessels. Cloak: Cloak of Greater Deflection/Protection by your preference. Cloak of the Theocrat is alright if you can find one. The Magnificent Escape Cape is good in a pinch. Hands: Gauntlets of Ogre Might (+2 Mig) or Woedica’s Strangling Grasp (+2 Mig, +2 Burn AR) Rings: Rings of Minor Protection, Unshackling, and Overseeing depending on the situation. Waist: Belt of the Upright Captain. One bad pull or push with wreck you fast. Boots: Footprints of Ahu Taka for +2 Dex and +10% Healing. Pet: Nalvi ------------------------------------------- Thanks for reading. Like I said, this build won’t let you solo Sissak on PoTD/upscaled while singing Aim Spirente in your shorts but it’s definitely fun.
  25. Hello everyone! I wanted to make Wael Priest multi character, but as it is with Rpgs, cannot, for the life of me, decide on a second class. Been lurking around the forum in the last day or so trying to make up my mind, but decided to just ask: What are some cool and fun multiclasses I can go with?
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